How good are your sharp shooting skills? Try to hit as many targets as you can in a camaflaged background.

Use the mouse only.

Right click to toggle the scope.Left click to fire.

You can only fire when you are in scope mode.

Top left number is your score.Top middle is the multiplier.Top right is how many targets are left to appear.Bottom middle is the level.

For every target you hit, your multiplier increases by 0.25. This affects your scoring for each target. Also the targets only stay for 10-15 seconds after they appear. If they disappear before you shoot them, your muliplier goes down by 1 full point. If your multiplier goes below 1 then it is game over.

It seems like the foreground objects just keep adding on every time you restart, making it impossible to even get a glimpse of the target after a few restarts.

One idea might be to have the different layers in different shades of colors, so that background objects are red-ish and foreground objects are green-ish or darker the further away the objects are. It would make it a bit easier to estimate where you can get a shot off.

Also seems like the difficulty jumps a bit much at level 2, or maybe I just suck at it/need more practice.

It seems like the foreground objects just keep adding on every time you restart, making it impossible to even get a glimpse of the target after a few restarts.

One idea might be to have the different layers in different shades of colors, so that background objects are red-ish and foreground objects are green-ish or darker the further away the objects are. It would make it a bit easier to estimate where you can get a shot off.

Also seems like the difficulty jumps a bit much at level 2, or maybe I just suck at it/need more practice.

I do turn up the max speed slightly for each level. I'll reduce the amount a little more to slow it down.

@SimonH: That music is also the theme for Doriath on the old Commodore 64. It is called In the Hall of the Mountain King by Edvard Greig. I got rid of it, so it should be less annoying. Can you try it now? Thanks.

I now have over 600 bytes to add some features. I will probably add different target types and see if I can improve the background/foreground camoflage.

Are you joking or serious? I want to try to balance it. I don't throttle it, so if you have a fast machine then it would be pretty fast.

I'll add some code to keep the speed consistent and see what happens.

Thanks.

I think the difficulty comes from the fact that the targets stay hidden for so long it's impossible to shoot them before time runs out.

Edit: After reading the other comments, this might be due to the multiple restarts issue, where the camo objects are added and cause too much clutter?

Also, it'd be a cool feature if you could add more to the multiplier based on where you hit the target - e.g. add 1.0 for a bullseye, 0.5 for the white wing, and 0.25 for the outer red ring, -0.1 for a missed shot.

Edit 2: Cool concept, but it's definitely annoying to have the game end without ever seeing a target - this happens very frequently.

Edit 3: Maybe the targets should "blend in" with the background instead of being obscured by the background? I mean, a few obstructors would make it interesting, but only if they never completely hide the target or if they do, not for very long.

Also, it'd be a cool feature if you could add more to the multiplier based on where you hit the target - e.g. add 1.0 for a bullseye, 0.5 for the white wing, and 0.25 for the outer red ring, -0.1 for a missed shot.

I have a lot of space, so that is probably doable. I'll definitely look at ti.

Edit 3: Maybe the targets should "blend in" with the background instead of being obscured by the background? I mean, a few obstructors would make it interesting, but only if they never completely hide the target or if they do, not for very long.

release notes: - changed background camoflage - updated forground coverings to be translucent and reduced the amount - fixed bug that didn't clear the forground before regenerating a new one - you now get different multiplier increments for accuracy - +1x for bullseye - +0.5x for white - +0.25x for outer red - if you miss you only lose 2x instead of dropping all the way back to 1x - if a target disappears before you shoot it you lose 2x - targets now stay 30-40 seconds but are slightly faster - capped the frame rate for faster machines

Let me know what you think. I have a lot of room left, so any suggestions are welcome.

release notes: - changed background camoflage - updated forground coverings to be translucent and reduced the amount - fixed bug that didn't clear the forground before regenerating a new one - you now get different multiplier increments for accuracy - +1x for bullseye - +0.5x for white - +0.25x for outer red - if you miss you only lose 2x instead of dropping all the way back to 1x - if a target disappears before you shoot it you lose 2x - targets now stay 30-40 seconds but are slightly faster - capped the frame rate for faster machines

Let me know what you think. I have a lot of room left, so any suggestions are welcome.

Wow. Surprisingly easier and yet harder at the same time. I guess that's because I get further in the game, and so can notice the difficulty increasing.

This is a great concept. I love the scope effect.

Edit: Two more suggestions - 1. Display the results of the shot (e.g. "Miss", "Bullseye!","Inner","Outer") in the middle of the scope? 2. have a "reloading" delay between shots.

Both those options have been added. If I have time I will also add a bonus at the end of each level for the number of bullseyes you get.

Thanks.

Awesome, it's like "ask and ye shall receive"...

And now for the bug reports:

1. loading delay doesn't seem to actually work - I was able to double-tap and fire twice, one hit (incremented the score), one miss (dropped it right back down).2. "firing" when you're not zoomed in automatically records a miss and decrements the multiplier. If you're only supposed to be able to fire when zoomed, this should have no effect, IMO.

1. loading delay doesn't seem to actually work - I was able to double-tap and fire twice, one hit (incremented the score), one miss (dropped it right back down).2. "firing" when you're not zoomed in automatically records a miss and decrements the multiplier. If you're only supposed to be able to fire when zoomed, this should have no effect, IMO.

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